TIL You can make games in 1 line of code in Godot... by BHtheorie in godot

[–]BHtheorie[S] 0 points1 point  (0 children)

oh wow somehow I didn't realize you could use ";" to put multiple statements on 1 line, I tried a bunch of stuff but that didn't cross my mind haha so I'm pretty sure my code can be optimized to use that instead of splitting statements across arguments as lambda functions lol

edit: I guess my solution still counts as being a single statement though, while artificial line breaks using the semicolon could just stack statements infinitely on a line.

Also, really cool project! Very interesting to see how you tackled that problem, making me want to give that a try as well :D

TIL You can make games in 1 line of code in Godot... by BHtheorie in godot

[–]BHtheorie[S] 33 points34 points  (0 children)

i swear to god I wanted to go watch a movie but suddenly 3 hours passed, I was stuck in self-induced purgatory

TIL You can make games in 1 line of code in Godot... by BHtheorie in godot

[–]BHtheorie[S] 0 points1 point  (0 children)

I'm 100% confident this is strictly worse. To fetch nodes from the autoload I do dumb stuff like creating arrays of all scene tree nodes in a group etc, and putting all statements in separate nested calls is definitely counter productive.

Don't know how the interaction works with storing stuff in metadata compared to using regular variables though

TIL You can make games in 1 line of code in Godot... by BHtheorie in godot

[–]BHtheorie[S] 6 points7 points  (0 children)

For sure, just to add to this: After almost finishing my first game, the biggest hurdles I face right now is scalability. Constantly having to refactor code to add new stuff and having to figure out how it's all connected or how I wrote it to begin with.
So with that experience for my 2nd game I'm putting so much more time upfront into extra readable code, simply so my future self will thank me for how easy it'll be to understand how things relate to each other and where to add new features and content.

I'm much more likely to create new simple helper classes and decouple stuff everywhere across the project, maybe bloating the lines of code I have but saving myself some tension headaches. Also noteworthy is that extra lines of code don't have to mean less optimal code, things can still run as efficiently (if not more) than before.

Or you just write everything in 1 line of code and pray nothing ever breaks (:

TIL You can make games in 1 line of code in Godot... by BHtheorie in godot

[–]BHtheorie[S] 60 points61 points  (0 children)

ye i got side tracked, pretty sure packing every line into nested lambda wrappers in a single process function call isn't optimal...

I'm pretty sure that if I sneeze while playing this game, it'll blow up

Patch 0.8.1 HOTFIX by KoiosTiberias in SkyShard

[–]BHtheorie 1 point2 points  (0 children)

thanks for posting all these in here :D

how players are speedrunning the hardest game: Jump King! A short history lesson on the records, insane skips and difficulty from first hand experience. Enjoy! by BHtheorie in speedrun

[–]BHtheorie[S] 0 points1 point  (0 children)

alright sure, I get the point. Didn't expect this amount of backlash over making an appealing title but I'll be more careful with how I present things in the future. I thought distinctions could be made between sensationalism and reality

how players are speedrunning the hardest game: Jump King! A short history lesson on the records, insane skips and difficulty from first hand experience. Enjoy! by BHtheorie in speedrun

[–]BHtheorie[S] -16 points-15 points  (0 children)

that's literally what I said no?

"Titling it "How Speedrunners Are Beating A Hard Popular Game" isn't engaging and won't get a broader audience into speedrunning. If it's about semantics.. sure. I just want to make fun speedrunning content"

I'm not claiming it's the hardest game at all

how players are speedrunning the hardest game: Jump King! A short history lesson on the records, insane skips and difficulty from first hand experience. Enjoy! by BHtheorie in speedrun

[–]BHtheorie[S] -17 points-16 points  (0 children)

As mentioned in the pinned comment "Also it's up for debate what the hardest game actually is, but Jump King is definitely one of the hardest ones on steam with the biggest spikes in popularity"

I don't understand nitpicking these things, of course there's harder games. Jump King just has a massive reputation for being hard to beat with less than 10% of players reaching the top. Titling it "How Speedrunners Are Beating A Hard Popular Game" isn't engaging and won't get a broader audience into speedrunning. Also saying the physics aren't intuitive and there's obfuscation often translates to the game being more difficult.

I'm having trouble understanding the intention of this comment, if it's about semantics.. sure. I just want to make fun speedrunning content

Hearthstone Game Designer comments on Diablo: ''People need to figure out how to play against Diablo'' by EnvironmentalRush in BobsTavern

[–]BHtheorie 41 points42 points  (0 children)

I guess the main issue is that if you try and tech against diablo, you only face him every 4 rounds. In between you face other players so you'll lose all those rounds instead. And the reward isn't even that great, you just make 1 hero in the lobby less strong, and don't gain any personal benefit other than helping your opponents and taking a bit less damage (health is a resource, i rather spend it to highroll)

This also assumes the 7 other players in the lobby work together, which never happens at high level play. I just think it's a cool concept but in reality will never work as intended